Onslaught Onslaught Server Discussion |
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#1 |
Singularity Slayer
![]() Join Date: Jul 2020
Posts: 129
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![]() First, I apologize if this isn't the correct thread and such to post to, I feel like I'm in the right spot though ha. I'm new to the forum but not to UT, so spare me if I'm not in the right thread / posts.
I've been having some problems with UT that I wanted to know if anyone else experienced (ones that I don't remember happening back when I used to play, however are persistent now) // I run x64 Windows 10, UT with the 64 bit patch (which is probably the whole problem) 1.) Major input lag It varies, but for me it's seriously around 1/4 to 1/2 of a second (from the click of my mouse to the shot registering) which is major in a fast paced game like UT. (For instance, I have to lead Hammerheads with my shock by a really large distance even up close. 1v1s feel impossible sometimes) I poked around through some threads and can't remember who mentioned that OMNI and the engine was showing its age and bugging out, and I assume this is even more true with a full server, but does anyone have any fixes to this? It just feels like some guys have 0 input lag (like Fadewick or Sk10H, they land shots on me constantly with the shock and LG, mid air dodging and everything; Maybe they're still on Vista lol) I feel like this changes with how many people are on OMNI, like the server load effects this heavily. Anyone share this problem? (I could try to provide a video next time that this happens if anyone is curious) 2.) Sound Bug I think this one is unique to me, but my vehicle sounds are bugged. There's no idle / acceleration sound; as soon as I enter a vehicle the max-speed sound constantly plays and never drops down to an idle. 3.) "Fix-Patch" Window Pop-up ( https://prnt.sc/try1nl ) For me, I have to close the window on the first round of every game I play on OMNI. I've downloaded and applied the patch maybe 3 times, but I still get the pop-up. Maybe I'm not applying it correctly but it seems straightforward, is there a way to disable this? 4.) Centaur vehicle Probably could fall under input lag above, but maybe 1 in every 10 shots actually shows on my screen lol (maybe intentional to reduce the load on the server). All the shots will land, but I still have to lead the shot similar to the shock. 5.) Vehicle Turrets not loading I think this usually happens with a full server (This is not super common, but common enough for me to remember to type it here), but any separately moving parts on vehicles AND their projectiles (for example, the turrets and barrel of the Goliath and its tank shot when fired) won't load in until a full minute or so later after they disappear (for all vehicles, not just mine. makes it hard to tell if I'm about to be sent into the stratosphere by the Mino or not). They'll then reappear maybe for the rest of the game, or they might disappear again for another minute or so later on. Not in any particular order (off the top of my head), but these are all of the ones I can think of that I have, If anyone has a fix for these please feel free to share. Again, sorry if this isn't the correct place to post this. Thanks in advance for the help! ![]() |
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#2 | |
[OMNI]_Bacteria
![]() Join Date: Nov 2007
Location: Tucson, AZ
Posts: 85
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__________________
....Because remember, its the little things that kill |
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#3 |
CEONSS' Head Honcho III
![]() Join Date: Apr 2018
Posts: 106
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![]() Stuff like disappearing shots and turrets is very much connected to how many players are on the server. If there are many players, the server starts to prioritize which information will be send to the players in the same area.
This effect is much worse on maps where everyone will be fighting in the same area and better on maps where the action is spread out (and are also optimized with zoning). So the map design plays a factor as well. Disappearing shots and turrets can be mitigated a bit by increasing the tick rate (after a good look at the cpu load on a full server). Also, from what I understand, a higher tick rate might feel smoother but will actually increase the likelihood of lag and p/l. Btw, if you want to rule out issues with your internet, you can ping the server via a program called WinMTR. It will tell you how many hops there are between you and the server and if you are losing any data on the way. The patch thing could just be a problem with the order in which you installed the ECE bonus pack and the patch. Unfortunately I can't remember which one you were supposed to install first. Anyone still know? |
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#4 |
Mostly a target...
![]() ![]() ![]() Join Date: Feb 2008
Location: Michigan
Posts: 940
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![]() 1. I see input lag sometimes. It could be the server or the network. From the console you can stat fps (shows the frame per second, you should be 50+ on the server easy), stat net (shows network stats, you want to pay attention to packet loss). Those help diagnose any client side issues.
2. Don't know, maybe try clearing the UT Cache 3. Have you tried reinstalling 3369 patch? 4,5. Yes it happens when the server is overloaded (IMO) it starts dropping artifacts (like tank turrents, projectiles, shields (aegis/turtle). Pretty common for me on a full server with lots of vehicles (like JY) I think some server improvements would help, but I don't have visibility to the server to see if the hardware is maxing out. CPU/Memory/Network. |
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#5 |
Getting there...
![]() Join Date: Jul 2014
Posts: 662
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![]() 1) Mine has been good but I'm lucky to play with a ping between 32 and 36 most of the time.
2) Yes my vehicles are always idling. I didn't notice acceleration sounds were a thing until seeing one of Colbye's videos. Not sure what makes the difference. 3) I don't see this window. 4) Centaur seems to not show many shots for me either. The Phoenix and Dragon are the same way. I just hold the bead on them and assume I'm making contact. It's hard to tell in the Centaur and Phoenix with no knockback. Sidenote: My Centaur usually rides sideways for some reason, not sure if anyone else's does that too. Like at a 45 degree angle to where I'm steering it. 5) Turrets not loading is a common issue. Luckily the animation doesn't really matter, just wait for your aimer to turn green and you're set. |
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#6 |
Getting there...
![]() Join Date: Feb 2009
Location: New York State
Posts: 946
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![]() You should get a Windows 7 partition, a lot of these are W10 problems. Make sure "Reduce Mouse Lag" is checked. Disable Hyperthreading/SMT. Make sure your monitor is running at its max refresh rate. Also, post your Userbenchmark results to find out if you have under performing hardware.
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#7 | |
Mostly a target...
![]() ![]() ![]() Join Date: Feb 2008
Location: Michigan
Posts: 940
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Curious, I can see how that might help with some older CPUs, but do you think its worth while if you've got a newer processor say an i5 or i7? I'd think those are fastest enough to keep up even with HT crowding the bus. Maybe I'll give that a try tonight and see if I notice any difference. I think most of us are playing (hopefully) on something new enough for UT2004. |
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#8 |
Getting there...
![]() Join Date: Feb 2009
Location: New York State
Posts: 946
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![]() It doesn't matter what CPU it is, SMT will result in contention for execution units which will increase latency.
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#9 | |
Mostly a target...
![]() ![]() ![]() Join Date: Feb 2008
Location: Michigan
Posts: 940
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Tried it last night... seemed to make a bit of a difference with HT off, didn't notice any input type lags and was able to get 100+ fps regularly. Going to keep it off and see, but so far looks like a good change. |
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#10 | |
Singularity Slayer
![]() Join Date: Jul 2020
Posts: 129
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Also, thanks for the replies and input @Everyone I forgot to mention it but I also share that weird centaur glitch where it rides 45 degrees to the side (I think only on Tank Me Up though). |
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#11 | |
Mostly a target...
![]() ![]() ![]() Join Date: Feb 2008
Location: Michigan
Posts: 940
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Yeah my setup is more than enough for UT (GTX 1080, 144 GSync, i7) To disable HT you have to make a change in the Motherboard bios setting. Steps will depend on the type of Motherboard you have. Normally you hold the Del key when booting will take you into a bios setting screen. Google something like disable hyperthreading <model of your motherboard> The centaur thing, I think that's because on the one map (Minus something) the vehicle is programmed like that...It's that way for everyone on that map. FYI, so vehicles even though they are named the same can be different map to map. Depends how the map is built. UT can use common vehicle files, so that every time a vehicle is changed/upgraded every map gets it OR each vehicle can be embedded in the map so vehicle can be programmed differently per map. Omni seems to prefer the latter. (For the mapping purists, there's also "parameters" for each vehicle that can be set for each map, but I am referring to the .u file that is the code for the vehicle). |
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#12 | |
.....
![]() Join Date: Oct 2011
Posts: 130
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Also people, check your mouse laser. I had a ton of pet hair balled up in mine, so don't forget to clean it out and wipe down with iso alcohol every now and then. |
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#13 | |
Teabagger of Spoon!!
![]() ![]() Join Date: Dec 2006
Location: Outside Halifax, NS
Posts: 234
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![]() Anonymous: Thanks for the tip. I tried it and I'll see if it gives any benefits. dog |
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#14 | |
Singularity Slayer
![]() Join Date: Jul 2020
Posts: 129
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Also, thanks for the HT disabling tips @Pooty @Dognuts and @Anonymous , I'll try it out tonight and hopefully remember to update ![]() |
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#15 |
Singularity Slayer
![]() Join Date: Jul 2020
Posts: 129
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![]() Alright, quick update; couldn't find an option for Hyperthreading in my BIOS, it's probably there however I wasn't able to find it. I did flip SMT to off and that felt like it did help (possibly? server never reached full, and if it did it was brief so for now it's inconclusive) however I noticed my game performance suffering a little (I hardly ever have any frames drop significantly aside from being in the direct blast of a mino, but with SMT off my game did dip occasionally to where it was noticable).
That's all I have to share, thanks again for the help and advice guys |
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#16 |
Getting there...
![]() Join Date: Aug 2015
Location: La Mesa, CA
Posts: 171
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![]() Friday nights tend to be worse, but also tend to be full server games. As others have stated, the glitches show more after about 10 players or so, and certain maps are even glitchier, especially all of the MinusTankMe up maps. Sometimes I can't even stay joined when randomizer is playing and I am joining for the first time. It'll take 4-5 tries and I end up with "playerxx" as my name until the next map. I posted the error I get a while back, but it stopped for a while and I never got a full answer. The problem shows up intermittently and I have not figured out what it is. I can even restart my modem and computer and still cannot stay in. I'll join, be there for about 4-5 secs, then the game crashes and I have to start all over again.
Going to give the hyperthreading thing a try, but had thought about putting WIN7 on this rig when I built it recently. Didn't think to make a partition ;-) |
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#17 | |
Singularity Slayer
![]() Join Date: Jul 2020
Posts: 129
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Also, does OMNI not allow a translucent minimap for anyone else? This seems like such a weird thing to have built into the server... I can change the opacity for the minimap on DW:SV, RMD, and Instant Action but not for OMNI. I swear I have to have the most bugged out version of UT lol. |
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#18 |
Twintails Princess
![]() Join Date: Mar 2020
Location: Teddy Park, NY
Posts: 5
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![]() I run Windows 10, not Vista, and although I don't get much input lag, the biggest problem I've been having lately is the game crashing out while I'm playing, and then giving me a "UT2k4 Critical Error Video Memory" message. Anybody else ever encounter this issue? I never get it on start-up, only in-game. UT2k4 on Steam really seems to hate Windows 10 on certain resolutions or something, and it's been worse and worse for me ever since the latest Windows 10 updates. I used to de-install and then re-install the game with all ini's cleared and that would usually fix it, but now it doesn't help much. Apparently the 64-bit patch is the way to go, but like Tater said, it seems to negatively affect input from what people on the Steam forums are saying, so I avoided that and now I've simply swapped the [Engine.Engine] RenderDevice=OpenGLDrv.OpenGLRenderDevice with the "Null" line.
Last edited by Fadewick; 08-06-2020 at 09:47 PM.. |
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#19 |
Fogell from Superbad
![]() ![]() Join Date: Jul 2009
Location: Salt Lake City, Utah
Posts: 745
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#20 |
Singularity Slayer
![]() Join Date: Jul 2020
Posts: 129
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![]() Gotta respect the old vista haha, that's awesome you're playing on that and still able to keep up with everyone.
This might seem like a dumb solution to your problem, but are your drivers up to date with your specific video card? I don't think I received that particular message, but my game has completely quit on me before and the solution for me was to update through Nvidia's GeForce Experience software and restart my PC. I'm sure the tech you're running now has enough memory for UT, if not I'd say it's time to upgrade your GPU haha. If you are running some old tech, then the only solution would be to lower the quality settings in game so it's not pulling as much memory from your GPU. |
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